• 제목/요약/키워드: physical computing

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예비교사를 위한 온라인 피지컬 컴퓨팅 교육과정 개발과 적용 (Development and application of online physical computing curriculum for pre-service teachers)

  • 김태령;한선관
    • 정보교육학회논문지
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    • 제25권4호
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    • pp.621-632
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    • 2021
  • 본 연구는 예비교사를 대상으로 피지컬 컴퓨팅 교육을 온라인 환경에서 실행하기 위한 교육과정의 개발과 적용에 관한 연구이다. 먼저 ADDIE 교수설계 모형에 따라 15주 과정의 소프트웨어와 피지컬 컴퓨팅 교육과정을 설계하였다. 온라인에서 사용할 수 있는 도구로 스마트폰 기반의 EPL인 포켓코드와 그에 포함된 각종 센서를 사용한 프로그램을 주제로 교육을 실시하였다. 프로그램 적용 결과 예비교사들의 교수효능감은 개인효능감, 교수학적 지식, 테크놀로지 교수내용 지식, 결과 기대, 학생에 대한 신념이 모두 유의미하게 향상되었다. 소프트웨어 태도 부분은 소프트웨어 흥미와 소프트웨어의 가치 부분이 유의미하게 증대되었고 소프트웨어 공학자에 대한 인식은 변화가 없었다. 일반적으로 피지컬 컴퓨팅의 경우 조작 활동이 많이 들어가 온라인 환경에서 실행하기 어렵다. 해당 연구와 같이 비대면 환경 또는 블렌디드 환경에서 효율적인 교육을 지속할 수 있는 다양한 교육과정이 개발되길 기대한다.

Ubiquitous Computing을 적용한 건축디자인에 관한 연구 (A Study on the Design of Architecture on the Application of Ubiquitous Computing)

  • 손현석;권영;김용성
    • 한국실내디자인학회:학술대회논문집
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    • 한국실내디자인학회 2003년도 춘계학술발표대회 논문집
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    • pp.200-203
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    • 2003
  • Ubiquitous Computing proposed technology for Next age be presented useful function and easier access by information technology that have existed just online move into physical space. Ubiquitous Computing described 'Anytime, Anywhere, Any device' is Intelligent Environment that help human life in hidden area. This study aimed to search that analyzed what find concept and technical peculiarity in Ubiquitous Computing on architectural vision for demanded elements in architectural design during creating space.

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The Establishment of Security Strategies for Introducing Cloud Computing

  • Yoon, Young Bae;Oh, Junseok;Lee, Bong Gyou
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제7권4호
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    • pp.860-877
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    • 2013
  • Cloud computing has become one of the most important technologies for reducing cost and increasing productivity by efficiently using IT resources in various companies. The cloud computing system has mainly been built for private enterprise, but public institutions, such as governments and national institutes, also plans to introduce the system in Korea. Various researches have pointed to security problems as a critical factor to impede the vitalization of cloud computing services, but they only focus on the security threats and their correspondents for addressing the problems. There are no studies that analyze major security issues with regard to introducing the cloud computing system. Accordingly, it is necessary to research the security factors in the cloud computing given to public institutions when adopting cloud computing. This research focuses on the priority of security solutions for the stepwise adoption of cloud computing services in enterprise environments. The cloud computing security area is classified into managerial, physical and technical area in the research, and then derives the detailed factors in each security area. The research derives the influence of security priorities in each area on the importance of security issues according to the identification of workers in private enterprise and public institutions. Ordered probit models are used to analyze the influences and marginal effects of awareness for security importance in each area on the scale of security priority. The results show workers in public institutions regard the technical security as the highest importance, while physical and managerial security are considered as the critical security factors in private enterprise. In addition, the results show workers in public institutions and private enterprise have remarkable differences of awareness for cloud computing security. This research compared the difference in recognition for the security priority in three areas between workers in private enterprise, which use cloud computing services, and workers in public institutions that have never used the services. It contributes to the establishment of strategies, with respect to security, by providing guidelines to enterprise or institutions that want to introduce cloud computing systems.

피지컬 컴퓨팅 기술 기반 인터렉티브 미디어 아트 콘텐츠에 관한 연구 (A Study on Interactive Media Art Contents on Physical Computing Technology)

  • 이일현;서창진
    • 디지털융복합연구
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    • 제10권5호
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    • pp.193-197
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    • 2012
  • 본 연구는 Interactive Media Art 기술을 적용한 콘텐츠 를 제작을 중심으로 사용자, 즉 관객은 단순히 스크린에 나타나는 인터렉티브 미디어 퍼포먼스를 관람하는 입장이 아닌 콘텐츠의 일부분으로서 연주자와 관람자가 일체가 되어 콘텐츠의 최종 효과를 완성하여 피지컬 컴퓨팅을 악기 연주에 적용하여 실시간으로 다른 시각프로그램과 효과적이고 적절하게 상호작용하여 최종 시각효과를 보여주는 것이 주된 목적이다.

MULTI-VALUED HICKS CONTRACTIONS IN 𝑏-MENGER SPACES

  • Youssef Achtoun;Mohammed Sefian Lamarti;Ismail Tahiri
    • Nonlinear Functional Analysis and Applications
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    • 제29권2호
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    • pp.477-485
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    • 2024
  • In this work, we will generalize the notion of multivalued (ν, 𝒞)-contraction mapping in 𝑏-Menger spaces and we shall give a new fixed point result of this type of mappings. As a consequence of our main result, we obtained the corresponding fixed point theorem in fuzzy 𝑏-metric spaces. Also, an example will be given to illustrate the main theorem in ordinary 𝑏-metric spaces.

증강현실을 활용한 상황인지기반의 편재형 자동차 정비 서비스 (Ubiquitous Car Maintenance Services Using Augmented Reality and Context Awareness)

  • 이규원;서동우;이재열
    • 한국CDE학회논문집
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    • 제12권3호
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    • pp.171-181
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    • 2007
  • Ubiquitous computing is a vision of our future computing lifestyle in which computer systems seamlessly integrate into our everyday lives, providing services and information in anywhere and anytime fashion. Augmented reality (AR) can naturally complement ubiquitous computing by providing an intuitive and collaborative visualization and simulation interface to a three-dimensional information space embedded within physical reality. This paper presents a service framework and its applications for providing context-aware u-car maintenance services using augmented reality, which can support a rich set of ubiquitous services and collaboration. It realizes bi-augmentation between physical and virtual spaces using augmented reality. It also offers a context processing module to acquire, interpret and disseminate context information. In particular, the context processing module considers user's preferences and security profile for providing private and customer-oriented services. The prototype system has been implemented to support 3D animation, TTS (Text-to-Speech), augmented manual, annotation, and pre- and post-augmentation services in ubiquitous car service environments.

배터리 팩 수치해석 해의 비교를 통한 병렬연산 효율성 연구 (A Study for Parallel Computing Efficiency Comparing Numerical Solutions of Battery Pack)

  • 김광선;장경민
    • 반도체디스플레이기술학회지
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    • 제15권2호
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    • pp.20-25
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    • 2016
  • The parallel computer cluster system has been known as the powerful tool to solve a complex physical phenomenon numerically. The numerical analysis of large size of Li-ion battery pack, which has a complex physical phenomenon, requires a large amount of computing time. In this study, the numerical analyses were conducted for comparing the computing efficiency between the single workstation and the parallel cluster system both with multicore CPUs'. The result shows that the parallel cluster system took the time 80 times faster than the single work station for the same battery pack model. The performance of cluster system was increased linearly with more CPU cores being increased.

Optical Pipelined Multi-bus Interconnection Network Intrinsic Topologies

  • d'Auriol, Brian Joseph
    • ETRI Journal
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    • 제39권5호
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    • pp.632-642
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    • 2017
  • Digital all-optical parallel computing is an important research direction and spans conventional devices and convergent nano-optics deployments. Optical bus-based interconnects provide interesting aspects such as relative information communication speed-up or slow-down between optical signals. This aspect is harnessed in the newly proposed All-Optical Linear Array with a Reconfigurable Pipelined Bus System (OLARPBS) model. However, the physical realization of such communication interconnects needs to be considered. This paper considers spatial layouts of processing elements along with the optical bus light paths that are necessary to realize the corresponding interconnection requirements. A metric in terms of the degree of required physical constraint is developed to characterize the variety of possible solutions. Simple algorithms that determine spatial layouts are given. It is shown that certain communication interconnection structures have associated intrinsic topologies.

피지컬 컴퓨팅을 기반으로 한 디지털 윷놀이 시스템 개발에 관한 연구 (A Study on the Development of Digital Yut Playing System Based on Physical Computing)

  • 고병오
    • 정보교육학회논문지
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    • 제21권3호
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    • pp.335-342
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    • 2017
  • 인간의 삶을 획기적으로 변환시키면서 부가가치를 창출하고 있는 인공지능, 로봇 기술, 사물인터넷, 그리고 생명과학 등이 이슈화되면서 차세대 산업혁명인 4차 산업혁명이 부각되고 있다. 이러한 4차 산업에 적응하도록 융합적사고와 컴퓨팅 사고력을 함양할 수 있는 교육이 필요한 실정이다. 따라서, 본 연구에서는 STEAM과 컴퓨팅 사고력의 구성요소인 분해, 패턴 인식, 추상화, 그리고 알고리즘 설계 등을 반영하여 피지컬 컴퓨팅을 기반으로 한 디지털 윷놀이 시스템을 개발한다. 개발한 시스템을 체험하고, 이를 교육에 활용함으로서 프로그래밍 교육에 대한 관심과 흥미를 고취시키고, 융합적사고와 컴퓨팅 사고력을 위한 프로그래밍 수업을 개선한다.

Task Scheduling in Fog Computing - Classification, Review, Challenges and Future Directions

  • Alsadie, Deafallah
    • International Journal of Computer Science & Network Security
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    • 제22권4호
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    • pp.89-100
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    • 2022
  • With the advancement in the Internet of things Technology (IoT) cloud computing, billions of physical devices have been interconnected for sharing and collecting data in different applications. Despite many advancements, some latency - specific application in the real world is not feasible due to existing constraints of IoT devices and distance between cloud and IoT devices. In order to address issues of latency sensitive applications, fog computing has been developed that involves the availability of computing and storage resources at the edge of the network near the IoT devices. However, fog computing suffers from many limitations such as heterogeneity, storage capabilities, processing capability, memory limitations etc. Therefore, it requires an adequate task scheduling method for utilizing computing resources optimally at the fog layer. This work presents a comprehensive review of different task scheduling methods in fog computing. It analyses different task scheduling methods developed for a fog computing environment in multiple dimensions and compares them to highlight the advantages and disadvantages of methods. Finally, it presents promising research directions for fellow researchers in the fog computing environment.